Collision detection is the determination of whether or not two or more entities make contact with each other during gameplay.

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Collision Problems in Pacman Clone

I am working on a Pacman clone. I am using Java for the project. I have been having problems with collisions, and allowing the player to pass through objects. Note that the tile size (and player) is ...
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1answer
698 views

Polygon Collision Detection Android

I am starting to try and figure out polygon collision detection in my Android game. I am currently doing pixel level collision detection and it just seems to be too slow (though it works). I was ...
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Farseer Physics EndContact events don't fire for all registered delegates

Here's my situation: I have several objects that contain a body and a fixture. They are set to sensor = true; atmosphere = BodyFactory.CreateCircle(world, atmosphereRadius / Level.METER_IN_PIXELS, ...
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Is there a way to increase the collision check efficiency of a system of n objects?

I'm making a game that consists of many onscreen objects, one of which is the player. I need to know which objects are colliding every iteration. I made something like this: for (o in objects) { ...
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1answer
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In the GJK algorithm, when is a point ever closer to the origin than a line?

The GJK algorithm depends upon a function in its loop that updates the simplex and search direction for the next iteration (which is often called something like DoSimplex() or ProcessSimplex()). In ...
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441 views

Pong - Changing the Ball's Y location depending on where it hits the paddle

I'm making my first game in, Pong, and I'm trying to make the ball's Y increase or decrease, depending on where it impacts the paddle. After implementing the code below, the ball only goes down, but ...
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1answer
2k views

How do you implement 2D collision detection?

I would like to know the best or most efficient way to test for 2D collision. I am currently using AABBs, but the problem with this, is that your objects will be hitting things when they shouldn't. ...
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1answer
362 views

Why does my 2d collision and movement not work properly?

I'm trying to write(in c++ using sdl) a mario like game as in a tile based world with by pixel movement for the character and I've run into some problems I cannot seem to find the source of: 1.The ...
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1answer
377 views

Keep running CGRectIntersect Method - Objective C

I have two UIImageViews. mainSprite, and enemy1. And I have a method that makes enemy1 start moving towards mainSprite. So here's that method. -(void)enemy1Aggro{ if ...
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4answers
2k views

Which Side Was Hit?

I am working on an Android game and I have two objects A and B (both rectangles) and when they collide I simply want to know which side of B was hit. I have detected the collision fine, but I am ...
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1answer
2k views

Farseer Physics collision detection vs intersection detection with sensors

I'm trying to make a game that uses Farseer physics engine as its main collision detection engine. I have a 2d circle body object that has a matching fixture (I used the CreatCircle method. I did not ...
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2answers
434 views

Detecting collision between a sprite and many tiles

I have been looking at the following question:- Tile coordinates and am thinking of using this for collision detection in my tile game. The set up in my game is similar to this, in that there is a ...
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physics.addBody() with custom shapes in Corona SDK

Does the physics.addBody() only work with Circles and Rectangles? Or is it possible to physics.addBody() on vector shapes or sprites or with masks or something?
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2answers
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Box2d and sprites

i have really little practice with box2d, but basically it seems to me that it is possible to attach to every sprite (in a 2d game) a box2d shape (that is, a bounding box enclosing the sprite itself) ...
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1answer
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How do I calculate collision response between a sphere and a plane?

I'm trying to create a simple 3D game and need to constrain the player within the limits of the game world. When the player hits the sides of the world I want the player's ship to bounce off slightly. ...
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6answers
672 views

Testing whether two cubes are touching in space

Does anyone have any clean ideas on testing whether two cubes in 3D space touch? By touch I mean, touch at corners or on a face or on an edge. Say that the cubes are axis aligned and there is no ...
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2answers
3k views

How to handle pixel-perfect collision detection with rotation?

Does anyone have any ideas how to go about achieving rotational pixel-perfect collision detection with Bitmaps in Android? Or in general for that matter? I have pixel arrays currently but I don't know ...
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2answers
995 views

General 2D Collision Detection Question

Everytime I have coded "working" collision, I always went about it very haphazardly and unstructured. If I use Axis Aligned, or Verlet, Or Euler, any or all of these theories, my problems always lie ...
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2answers
434 views

Trace with 2D terrain

I currently have some 2D terrain in my game defined by 2D coordinates with lines drawn in between them (linear interpolation too keep it simple). Now I want to cast a ray from anywhere above the ...
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1answer
461 views

XNA Silverlight 5 3D Model Position

I am use to XNA and starting to learn XNA for Silverlight 5. My Question is that in XNA when you create a Model and load it using content.load you are able to access the models Position, scale etc.. ...
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Designing Efficient 2D Collision for Topdown Shooter

This makes it the first time I'm posting here, so apologies if I stumble over beloved conventions. Currently, I'm trying to figure out how I want to handle collisions for a large number of entities ...
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1answer
239 views

Box 2d and really complex big shapes

I intended to use jbox2d for my project. But as I went deeper into it's manual I'd found out that it supports dynamic objects between 0.1 and 10 meters (if use scaling and assume that 0.1 is smallest ...
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2answers
919 views

How do I deal with abstracting collision handling code between entities with differing collision components?

I'm using a component based entity design with Components that hold the data and Systems that act on entities based on the components they have. Entities are registered to all systems as they are ...
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1answer
669 views

Can't seem to get predictive collision detection working correctly

I am trying to set up the collision detection on a basic 2d game, player clicks a button sprite moves one step int he corresponding direction. Currently all my sprites have the collision rectange ...
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1answer
422 views

How can I determine which direction a 2D collision is occurring from?

The problem is as follows: Think 2D Zelda (Links Awakening, A Link to the Past) style movement where you can run into walls from any of the four cardinal directions, or basically up, down, left, and ...
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2answers
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How can I represent and collide with interior boundaries in a maze?

I'm creating a 2D maze game in Python. When I collide with the walls, the user can go through them but I want to be able to block him from doing that. How do I do this? Would I use an array? I have ...
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2answers
307 views

Telling which side of a voxel was hit by an object

In XNA, I have an axis-aligned BoundingBox representing the object's hit box, and a Vector3 representing the object's velocity. I also have a stationary 1x1x1 axis-aligned BoundingBox representing a ...
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551 views

How do I handle specific tile/object collisions?

What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to ...
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2answers
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Designing Collision Detection for 2D Rectangular Adventure/RPG

TLDR: I'm looking for an efficient way to detect collisions between irregular/small objects that are not a full tile size (like small cans) and a free-moving character in a 2D game. I'm planning to ...
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2answers
844 views

How do I do 3d collisions in isometric game?

I've wondered how to get basic collision detection working in an isometric game. I'm using panda3d which has very comfortable support for bullet, ode and a small builtin physics framework. The problem ...
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2answers
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Breakout Collision: Detecting the side of collision

I am writing a breakout clone (my first game) and am totally stuck as to how I figure out which side of the brick was hit. I have a collision detection method that looks like this: ...
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2answers
2k views

Collision Detection problems in Voxel Engine (XNA)

I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have ...
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Is showing a collision in slow motion computationally relaxing?

In a lot of racing games (Burnout Paradise, for example) when a collision is about to happen, the game play automatically switches to slow motion and carries on in slow sequence until after the ...
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1answer
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how get collision callback of two specific objects using bullet physics?

I have got problem implementing collision callback into my project. I would like to have detection between two specific objects. I have got normall collision but I want one object to stop or change ...
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1answer
4k views

How can I define a complex collision area on top of a tile map?

As many people recommended, I am using Tiled map editor to create a map for my game and it's great particularly because libgdx framework also provides with API for maps from Tiled. I understand I can ...
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1answer
1k views

2D Collision: Check before or check after?

I'm using velocity to move my character, I just add/subtract 0.4f and then update the players position in the update loop. I was wondering, when would be the best place to check for collision? Do I ...
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0answers
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Rotating platform glitch in a 2D platformer [closed]

So I'm making a tiled platform game in C#/XNA where the whole world is constantly rotating. The huge hurdle was to find out what side of the tile the player was touching, and what angle it was. I ...
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1answer
7k views

How can I use Rectangle.Intersect() to resolve collisions in XNA?

I have a 2D game written in XNA, and I've been trying to fine-tune my collision resolution. All of my game objects are squares, which means detecting a collision is easy - use the position and the ...
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1answer
1k views

Are there any good engines for isometric collision detection and platforming?

I've decided to resurrect an old game idea I had years ago. I currently have zero experience with programming, but I'm going to begin studying either C#, Python or both in the near future. The issue ...
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2answers
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Effects of collisons: broken glass, damaged cars, how are they created?

My question is related in particular to achieving the effects of collision in game engine, how is this done? I have searched a bit, read from the internet and went through a few tutorials, and saw ...
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261 views

Effort of impementing interpolation in networked Asteroids

Questions: When we draw with interpolation, where should the collision detection code be? Is it worth implementing interpolation in the following situation? This is for Scrolling Asteroids. I have my ...
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2answers
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How can I test if a point lies between two parallel lines?

In the game I'm designing there is a blast that shoots out from an origin point towards the direction of the mouse. The width of this blast is always going to be the same. Along the bottom of the ...
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1answer
1k views

Unity3D animation and world collisions?

I'm using death animation for my enemies but the problem is that when enemy dies he crosses the walls/world. I want enemy/animation to be pushed back into world when he dies (animation is playing). ...
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3answers
6k views

2D games on Unity and collision detection performance

I'm developing a 2D game for the iOS platform. I have seen a lot of packages on asset store that makes 2D asset creation for unity easier. I have narrowed my selection to just 2, 2d toolkit and ex2d. ...
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1answer
335 views

How do games using physic engines for 2d games handle platform corners?

I have seen games like latest "2'5D" sonics that handle collision detection at platform corners pretty well. The problem I'm having is that my game uses an ellipsoid as my player's body to let it ...
2
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1answer
1k views

2D platformer multiple rectangle collision cause jitter

I posted this question two weeks ago: 2D platformer corner collision and I implemented NoobsArePeople2's solution. Problem is, when player intersects two rectangles that are inside each other, he ...
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1answer
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MMO Collision detection

I am building a MMO game server for a 2D game and am currently implementing the collision detection, and I am would like to know what I should do. Lets say I have 1000 players playing and 10,000 ...
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3answers
5k views

Efficient Tile-based collision detection for a lot of squares?

currently I am working on my own take of a tile-based game (think Terraria, but less fantastical (I think that's a word? Sorry if it isn't)). Anyway, I currently have collision detection working ...
6
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4answers
336 views

If I know a given action will result in a collision, should I allow the action to occur anyway?

I've finished programming my game engine, and now that I've been testing it, I've been noticing some graphics problems. The big one is that when a player tries to push against a wall, their character ...
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2answers
891 views

I need help with 2D collision response (of stacking rotating polygons, with friction and gravity, for a game)

Hi I am looking for suggestions on how to write a collision response for game programming purpose (so not a scientific simulation). I am dealing with 2D polygons that are rotating, and I want them to ...